
Originally Posted by
CypressDahlia
"Good" means it satisfies all the conventions of the genre, is well balanced, offers satisfying gameplay, tight controls, is graphically and audibly appealing and is fun. No matter how much people "like" it, whether or not a game meets these standards if entirely of the game. Even if nobody played a game if it met these standards it would be good. Not successful, but good. Likewise, even if people "liked" a game, if it's entirely unbalanced, slapdash in its genre placement, offers bad player feedback, has laggy controls, nearly inaudible/muddy audio and graphics that made playing the game a hassle due to vision limitations and such, it would be bad. I don't think anyone would LIKE a game like that, but just giving examples of how a game can suffer in each of those categories on a standardized level.
And if games were built around desirability, it would spell the end of gaming forever. Rarely do gamers desire anything outside of the realm of "what needs to be changed to improve my chances of winning? What will help me, as an individual or niche player, succeed and what is impeding my success?" In other words, CoD would degenerate into MW2's multiplayer. Which is why I brought up the example of Sirlin. He "desired" unbalanced gameplay when it was to his advantage but, when it came down to designing a --good-- game, he upheld the conventions of the genre and chose to balance it as well as possible. That is what I'm talking about: the distinction between success/accessibility/desirability, whatever you wanna call it, and just being GOOD.
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